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Aquila-SmartWargames

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  1. Like
    Aquila-SmartWargames reacted to kohlenklau in Hungarian Mod   
    Well, I would say "almost". The ONE THING is you can only have one set of axis soldier names and the voice files can be only 1 set at a time. For an upcoming Festung Budapest scenario "Uncles and Pups", you have a 99% Hungarian force with just one German SS Pak40. 
    Like I always say for my mods, "Squint while you play them!" (meaning don't focus too clearly to see the inadequacies)
    Thanks for the kind words and if you want to have at it and make some Festung Budapest Hungary scenarios or stuff from earlier in the war, HAVE AT IT, ONE AND ALL. Anybody, feel free to PM me for any questions on how best to use the mods.
    For example, the Hungarian Paratroopers Uniforms (which for official statements purposes, I did NOT make, I have no idea where they ORIGINALLY came from, but am happy I have them), they show when you have German Gebirgsjagers in winter uniforms. Get it? 
    The regular Greatcoat Hungarian infantry are best purchased as stragglers or Sicherungs to end up with just rifles and MP40. Set appearance as greatcoats of course.
    Vehicles coming soon...
     
     
  2. Like
    Aquila-SmartWargames reacted to Gary R Lukas in Hungarian Mod   
    Just when I thought that the Mods couldn't get any better, you throw this together and BAM, here you go Red Thunder Gamers. Your uniforms and all of the other items that you added for the Hungarians are Freaking AWESOME!!!! Now it is very possible to have German SS and Hungarian Troops in the same Scenario's or Campaigns. Your work here Kohl is greatly Appreciated, THANK YOU!!!
  3. Like
    Aquila-SmartWargames reacted to Lucky_Strike in Custom 3D Models and Mods Compilation   
    I had another look at how I had buried the bunkers for comparison especially in light of the extra info/pic of your map. mine were only 2m deep whereas you had them 3m deep. So now I have buried them 3m deep and your special bunker is definitely sitting better in the ground. I tried switching them as well to see if it was just something to do with the ground mesh, but in both cases your special bunker sat much more centred in its hole than the stock MG bunker, as well as looking like it was slightly lower down. Yours is on the left here:

    yours ... where is everybody?

    the stock mg bunker ... no amount of clicking would get it into the hole nice and centred.

  4. Like
    Aquila-SmartWargames reacted to RockinHarry in Custom 3D Models and Mods Compilation   
    Here´s some test map examples re wooden shelter resilience vs some selected RU Arty and ground attack AC. (82, 122 and 152mm + 1000kg(?) bomb of Pe-2). What artillery couldn´t do (hit and kill), a heavy bomb did with a near miss.

    The blue hit decals on sandbag cover indicate 82mm mortar non damaging hits (3x).

    though we got survivers from the initially 9 strength german squad. (see their "Tiring" status from space warp running from map location 0,0 which is about 200-250m away south-west) "Shaken" status seems appropriate considering their little home bits of got moved its foundation. 😅

    wooden shelter/dugout #2 didn´t receive any hit and squad no 2 still has a good time in there. (seen in pic #2). If russian spotter FO would´ve had direct LOS to the dugouts, hitting chances would be somewhat increased. (target enemy unit instead of target area + TRP). But it´s hard (to almost impossible) if wooden shelters are level to or slightly below ground. I´d tested with RU spotter FO beeing placed in 8 story high mod building as well. Then dugouts can be spotted directly, if no other LOS obstruction is in the way (trees...).
     
  5. Like
    Aquila-SmartWargames reacted to NPye in Berlin CMRT Map   
    I've made a few new buildings, some completely destroyed and some slight damage, I like to have a good contrast on my maps. Anyway have a look and please let me know what you think? Cheers
     
  6. Like
    Aquila-SmartWargames reacted to RockinHarry in Custom 3D Models and Mods Compilation   
    I´d discovered and toyed with one META entry that does the ground mesh displacement thing when you put pillboxes and (indi) builds into ditchlocked AS. The one that creates those huge sinkholes around them. Lowering that value allows the ground mesh to tightly encase these objects so they look level with surrounding terrain.
    In screenshots above you can see both, an indi build and wooden shelter buried in the ground. The wooden shelter can be accessed from within the sunken buildings new basement.
    Tweaking that META entry has consequences though. When pixeltroopers enter pillboxes (or pre mounted in editor) they are "hosted" normally. But Pixeltroopers actual map position is now map coordinate 0,0 and way below the ground mesh visually. One can also say it´s sort of a cache position, while still beeing the "crew" of the mounted pillbox officially. Another consequence is those cached pixeltroopers do calculate their LOS/LOF from this cached position and not from the pillbox. They can also engage enemies from that 0,0 cache position. If ordered to dismount the pillbox they leave it like usual. Depending where the pillbox is placed they get fatigue level just like they´d traveled the whole of the distance from map position 0,0 in quick move. Pixeltroopers also exit the pillbox once it got close aussaulted and "knocked out". Sounds confusing and weird, I know. 😅
    Practical use of this "hack" so far:
    Have non combat type underground wooden shelter (dugout) that fits nicely with or into the surrounding terrain. A -3 Blue ditchlocked AS will be its proper foundation.
    The odd LOS/LOF from 0,0 issue I got solved by either surround that AS with LOS/LOF blocking terrain (a high wall i.e) or make this AS -4 to -5m deeper than surrounding terrain. Visually pixeltroopers remain below ground mesh outside actual game play area. Just their LOS/LOF calculation point is now 0,0 (,0) (X-Y-Z), but blocked by above mentioned methods.
    From a dozen of test plays it works out pretty nicely. Enemy pixeltroopers, once close enough (hand to hand combat range) will start close assaulting that pillbox (that throwing hand grenades type of) and once it got "knocked out", friendlies will be un-cached and engage the enemy like normal.
    I´d also poured masses of artillery on it (the surrounding area actually) and it´s really hard achieving a direct hit on it. (as was like that before, but with increased above ground footprint)
    So anything below 150mm shells won´t harm the wooden underground shelter. Russian 122mm can do a "spall damage" occasionally. This will cause some injured pixeltroopers like usual. But direct hit of "penetrating" 150mm+ will cause all ☠️
    I´d used Mord´s hit decal mod for better effect visualisation.
    https://www.thefewgoodmen.com/cm-mod-warehouse/combat-mission-battle-for-normandy/cmbn-other/cmbn-hi-vis-forensic-hit-decals-v-2-by-mord/
    So far so good. Haven´t noticed any odd side effects for similarly hacked example indi building yet. But I keep testing and hunting for more META stuff either for practical use or plain understanding. (or advanced guess making 😅)
  7. Like
    Aquila-SmartWargames reacted to kohlenklau in Hungarian Mod   
    Discount Mod and scenario. Cost is $0.00
    CMRT FB TINY BLESSINGS OF SZENT LASZLO
    ^
    Part of the Festung Budapest Attila Line defenses, east of Soroksár, Hungary. 2 November 1944...just over 10 km from Budapest city centre. It is late in the afternoon, the sun sets behind you on a cold and wet day. A light wind blows from the north. 
    ^
    You are a young föhadnagy (1st lieutenant) in the 1./I Parachute Battalion. Your units are well trained and highly motivated. But there are just a few of you to balance against the low morale of the common Hungarian infantry. Your position has several heavy weapons in support as well as a small variety of defensive fortifications to position. An anti-tank ditch has been dug by forced labor. Dark Blue set-up zone is for you to adjust the deployment of all axis forces, foxholes and trenches. 
    ^
    The Soviet tank and infantry force is probing forward to determine the level of resistance they will encounter as the siege of Budapest develops. 
    ^
    Your objective is to block any passage of the Soviet forces through to the west.
    ^
    You are ordered to hold out for 10~15 minutes. The enemy gains points by exiting forces off the west edge of the map via a small exit zone. When the Honvéd (Royal Hungarian Army) stops that exit, it takes points away from the Red Army. You have a parameter bonus if you can keep your own casualties below 25%.

    To get this, go to my signature dropbox link, then go to CMRT section and see the folder for CMRT Hungary Mod. In there are the 2 mods folders, 1 mod folder is just the soldier names changed to Hungarian and you can plop in z folder ONLY AS NEEDED, the other folder is modtagged and can probably be in z and not cause any issues. Emphasis on PROBABLY. 
    The scenario file is there for CMRT scenario folder. Restart CMRT and have a try as axis vs Soviet AI.
    "Based on a true story."
  8. Like
    Aquila-SmartWargames reacted to RockinHarry in Custom 3D Models and Mods Compilation   
    That´s how it looks like ATM. Functionality is as I wanted (more or less). Now on to some object mesh and textures changing. This is CMRT and the terrain mod in use you´ll likely recognize. 😎








    Yep, but looks were close enough. So no need to do some extra modding/texture changing. 😬
  9. Like
    Aquila-SmartWargames reacted to RockinHarry in Berlin CMRT Map   
    ATM I´m toying with the idea to bits of scale some debris flavors up a bit. So to make larger heaps and add more variety to a map like this (Berlin/Stalingrad). Also plan on looking at damaged wall meshes and their UAV maps. The current (modular buildings) ones are rather simple and generic so their looks can likely be improved considerably. Maybe easier said than done ATM, but I´ll try. For indi buildings I´d some success already, although META yet likely got to be tweaked for them to "work" properly in game (WYSIWYG).

  10. Like
    Aquila-SmartWargames reacted to JM Stuff in Pacific War Project   
    The old mod was really already complet, a good job from our friend,
    (The Magician @LongLeftFlank ), very nice atmostphere with the palms...
    You dont want say too much but, the true is, you want to build a fortress in the front of the palms, and you fail... 🙃, yes CM or blender surprise us, sometime with the result !
    Perhaps the polygon count is too low as, currently, the helmet isn't very smooth?
    Ok I will check what I can do !
    JM
  11. Like
    Aquila-SmartWargames reacted to 37mm in Pacific War Project   
    The old mods are based on the British overalls & they kind of fit on the Italian uniforms (plus we get to keep the Italian putees). For the officers I went with the original mod style (German luftwaffe models with the British overall textures).
    It'll do for an early alpha but obviously will need some work.
    Perhaps the polygon count is too low as, currently, the helmet isn't very smooth?
    This morning I did manage to convert the Makin map into CMFI*, so I just need to spend some time swapping the Brits for Italians & we're good to go...


     
    *Very weird one... a simple hex edit didn't work initially so I, naturally, assumed I had to swap out the tall bocage.
    I couldn't see the bocage in the editor because of all the trees so I decided to alpha out the editor tree tiles. Feeling pleased with myself, I then quickly swapped all the "tall bocage" tiles for low bocage.
    Afterwards, the hex-edit worked & I loaded the map up into CMFI... to my great surprise the tall bocage was still there & it turned out that I had swapped all the hedges for low bocage!
    Why this allowed the hex edit to work I'm not too sure.
    Either way, I created a tag [half] to thin out the tall boccage as per the original mod & map design as well as another tag [island] for the ocean horizon.
  12. Like
    Aquila-SmartWargames reacted to JM Stuff in Pacific War Project   
    So they look a little differents as the first pic but now they are good resized but to apply dds textures oh Got o Got.
    I propose yours textures and my chinstrap and perhpas the helmet...😆
    Helmet will be with or without chinstraps with or without protection for the sun !
     
    They are not finish !
    Opinion reclamation...
    JM
     

     

     

  13. Like
    Aquila-SmartWargames reacted to 37mm in Pacific War Project   
    Well I spent a few hours today going through the old mods & transferring or tweaking the Japanese. This is where we are now...

    ... which is a considerable improvement over the concept videos.
    I've a few more things to tidy up & sort out but we're basically already at an early alpha stage (which i'll release soon).
  14. Like
    Aquila-SmartWargames reacted to NPye in Berlin CMRT Map   
    Now this looks really bombed out??? Still a bit more junk bricks to ad but not bad....

  15. Like
    Aquila-SmartWargames reacted to Chelentano in War 2022   
    And so almost a month later I release a new script "Steel Strike"
    He will talk about the confrontation between the reinforced company UA and BTGr RU.
    The former have total reconnaissance and a large number of anti-tank weapons. 
    The second has firepower and numerical superiority (the Russians have a lot of tanks, a lot).
    As you can see, the Ukrainian infantry has even more foreign weapons (in the conditional March scenario, so the matter is limited to infantry weapons for now).
    I also decided to add TB-2 to the game (its role is played by MQ-1 Grey Eagle (by the way, yesterday there was a message about their possible delivery to Ukraine in the amount of 4 pieces)). Knowing that Bayraktar was used only against rear units and SAMs, but I still decided to add this legend to this scenario.  
    If you have any questions and suggestions, I am ready to answer and listen to you
     
    https://www.dropbox.com/sh/ca0n1ly8x89l0df/AAByXJbTGiflIldujft8Yy35a?dl=0
  16. Like
    Aquila-SmartWargames reacted to Chelentano in War 2022   
    Всем привет!
    Моя предыдущая тема была удалена, а вместе с ней и мои скрипты. Я не буду здесь описывать свою работу, потому что вся информация есть в брифингах. Я просто оставлю это здесь. Также сообщаю, что третий сценарий уже находится в разработке.
    Удачи!
    WAR 2022.zip
  17. Like
    Aquila-SmartWargames reacted to JM Stuff in Custom 3D Models and Mods Compilation   
    Hehe a word a sign and Harry do the rest, very nice man !
    Happy that some human have a heart for animals.
    Just a word about FOs name.
    With the time and news creation of FO's for everybodys of us I think this will be interresting to keep a document words or exel with used FO's.
    Imagine the fiasco when we are using the same name for another object from another author and rename it when a mod is already installed?
    I am busy now to completed an exel doc with all FOs available in all CM series, that I have, with FOs that are present in folder but also not present in the editor, also the ones  personly I am used, if interrested I will
    share it when is done.
    JM
  18. Like
    Aquila-SmartWargames reacted to NPye in Berlin CMRT Map   
    The new cut out windows buildings are really effective when you make them a block. I just can't stop at the moment...

  19. Like
    Aquila-SmartWargames reacted to NPye in Berlin CMRT Map   
    I've updated the trains and engine, giving them better textures to fit the mod better:





    New Box Car as the model was intended... BTW I can't texturise the roofs, they just turn the top into a stretched mess...shame but no biggy.

     
  20. Like
    Aquila-SmartWargames reacted to NPye in Custom 3D Models and Mods Compilation   
    Meanwhile back at the Normandy farm...

  21. Like
    Aquila-SmartWargames reacted to RockinHarry in Custom 3D Models and Mods Compilation   
    "Stiffy" on the road ahead! WTF? 😅 Quick "draft" (yet lacking accessories) of the revived horse combined with (russian) cart1 named cart2 (in CMFB flavor objects - cart) So this is a CMFB test object. https://www.dropbox.com/s/jsb21psk24anepk/RHZ Horse cart flavor2.zip?dl=0

    and it´s beeing considered an obstacle. Vehicles will go around it.

  22. Like
    Aquila-SmartWargames reacted to RockinHarry in Custom 3D Models and Mods Compilation   
    Some quick and dirty fur color additions (negative color image of original BMP). So it works by means of indexing BMP files names as usual. (horse 1.bmp, horse 2.bmp etc).

  23. Like
    Aquila-SmartWargames reacted to RockinHarry in Custom 3D Models and Mods Compilation   
    there´s still lots of space in CMBN farm flavor objects so why not? CMFB cow and horse is here: \final blitzkrieg v100a\terrain\flavor objects\farm
    farm4.mdr - cow
    farm5.mdr - horse
    Push over to BN, dead ones or them revived in Blender. 😅 Will surely be interesting seeing pixeltroopers finding their paths among them.
    Edit: As could´ve been expected they´re beeing considered obstacles.

    https://www.dropbox.com/s/2eu5f5vqytewwxf/RHZ CMBN Horse and Cow.zip?dl=0
     
  24. Like
    Aquila-SmartWargames reacted to RockinHarry in Custom 3D Models and Mods Compilation   
    So at last got it working as well. Hehe 😅 Some minor issues with damaged wall textures left but should get it sorted out as well. Damn Blender auto renaming stuff then getting exported with MDR file. 🙄

  25. Like
    Aquila-SmartWargames reacted to NPye in Berlin CMRT Map   
    I retexturized the Tram... big improvement and now looks smashed up which suits the Berlin Mod perfectly...




     
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